Trying to do random position with Animated text - javascript

I have a text that is in an array and loops through the array and displays it.
What I am trying to do is get the text to change position at random within the set interval.
I created a setinterval that lets the array go through each text evevry 5 seconds, I am just not sure if I am on the right track regarding the position changing every 5 seconds as well.
let textElement = document.querySelector("p")
let textArray = [
"Are you looking for a quick learner?",
"Someone who is ever evolving?",
"Someone who strives to improve their knowledge?",
"Someone who loves problem-solving and finding solutions?",
"Someone who has the tenacity to succeed?"
]
const randomPos = (min, max) => Math.floor(Math.random() * (max - min + 1) + min);
let index = 0;
textElement.innerText = textArray[index]
setInterval(() => {
index = (index + 1) % textArray.length
textElement.innerText = textArray[index]
textElement.style.left = randomPos(0, 300 - 200) + "px";
textElement.style.top = randomPos(0, 300 - 200) + "px";
}, 5000)
.background {
background: var(--light--colour);
height: 88.4vh;
}
p {
height: 2em;
position: absolute;
font-size: 32px;
color: var(--darkest--colour);
width: 12em;
animation: slidesdown 5s ease infinite;
margin-top:-8em;
height:7em;
margin-left: 10em;
}
#keyframes slidesdown {
0%,
50% {
transform: translate(0, 0em);
opacity: 1;
}
100% {
-webkit-transform: translate(0, 1em);
opacity: 0;
}
}
<div class="background"></div>
<p></p>
</div>

Related

Why the value of end point of element is wrong when using a function

The problem is solved when adding angles individually and then using ttheta(without calling a function to add angles and than using ttheta), but can anyone tell about why using function here is wrong or what problem is this function causing
The issue is solved by using this:
dtransform = window.getComputedStyle(leg1, null).getPropertyValue("transform");
values = dtransform.split('(')[1].split(')')[0].split(',');
dtheta = Math.round(Math.atan2(values[1], values[0]) * (180 / Math.PI));
dtransform1 = window.getComputedStyle(leg2, null).getPropertyValue("transform");
values1 = dtransform1.split('(')[1].split(')')[0].split(',');
dtheta1 = Math.round(Math.atan2(values1[1], values1[0]) * (180 / Math.PI));
ttheta = dtheta + dtheta1;
Instead of using function.
What I am trying to achieve is to get value of end points of an element when it is rotated from left and top of browser.
X & Y values are max-distance of end points of shoe
I get right values at some points and wrong at some. I tried to add angle from the parent element but that also don't solve the problem.
This is the related answer from which I had taken help
To check values are right or wrong I added an event to get clientX of mouse click. And values of element positions are taken when Try button is clicked.
Am I doing something wrong, any insights will be really helpful
let leg1 = document.querySelector(".Leg1Shoe")
let leg2 = document.querySelector(".Leg1Part")
let animeAll = document.querySelectorAll(".allClass")
let animePause = false
let ttheta = 0;
function getPos() {
if (!animePause) {
animeAll.forEach(e => {
e.classList.add("AnimatePaused");
})
animePause = true;
} else {
animeAll.forEach(e => {
e.classList.remove("AnimatePaused");
})
animePause = false;
}
let h, w, x, dx, tx, y, dy, ty = "";
leg1.style.outline = "1px solid red"
h = leg1.offsetHeight;
w = leg1.offsetWidth;
x = leg1.getBoundingClientRect().left;
y = leg1.getBoundingClientRect().top;
func2(leg2);
func2(leg1);
dx = (Number(h * (Math.sin(ttheta * (Math.PI / 180)))) + Number(w * (Math.cos(ttheta * (Math.PI / 180))))).toFixed(2);
dy = (Number(w * (Math.sin(ttheta * (Math.PI / 180)))) + Number(h * (Math.cos(ttheta * (Math.PI / 180))))).toFixed(2);
tx = (Number(x) + Number(Math.abs(dx))).toFixed(2);
ty = (Number(y) + Number(Math.abs(dy))).toFixed(2);
console.log("X:" + tx, "Y:" + ty);
}
function func2(e) {
let dtransform, dtheta, values = "";
dtransform = window.getComputedStyle(e, null).getPropertyValue("transform");
if (dtransform != "none") {
values = dtransform.split('(')[1].split(')')[0].split(',');
dtheta = Math.round(Math.atan2(values[1], values[0]) * (180 / Math.PI));
} else {
dtheta = 0;
};
ttheta = Number(ttheta) + Number(dtheta);
}
leg1.addEventListener('click', mousePos);
function mousePos(e) {
console.log("X:" + e.clientX, "Y:" + e.clientY)
}
.Leg1Part {
position: relative;
left: 100px;
top: 43px;
width: 20px;
height: 75px;
background-color: green;
transform-origin: top center;
animation: animateLeg1Part 5.0s linear infinite alternate;
}
#keyframes animateLeg1Part {
0% {
transform: rotate(40deg);
}
25% {
transform: rotate(25deg);
}
50% {
transform: rotate(10deg);
}
75% {
transform: rotate(30deg);
}
100% {
transform: rotate(60deg);
}
}
.Leg1Shoe {
position: absolute;
left: 0px;
top: 73px;
width: 40px;
height: 20px;
background-color: blue;
transform-origin: center left;
animation: animateLeg1Shoe 5.0s linear infinite alternate;
}
#keyframes animateLeg1Shoe {
0% {
transform: rotate(15deg);
}
50% {
transform: rotate(-20deg);
}
100% {
transform: rotate(30deg);
}
}
.AnimatePaused {
animation-play-state: paused;
}
<div class="Leg1Part allClass">
<div class="Leg1Shoe allClass"></div>
</div>
<button onclick="getPos()">Try</button>
Thanks for help in advance
This is not a simple answer that can give you a complete solution, but just an outline of the process you can follow.
You get the transformation matrices for the "leg" and the "shoe", as you already do, by calling getPropertyValue("transform") This gives you a string like this: matrix(-0.568718, 0.822533, -0.822533, -0.568718, 0, 0), this is a shortened form of a 3x3 transformation matrix:
| cos(theta) -sin(theta) 0 |
| sin(theta) cos(theta) 0 |
| 0 0 1 |
Parse the string and create a 2d array for this matrix. Note: since you don't have any translation (two zeros in the last column) you can operate on 2x2 matrices.
Multiple the transformation matrices for the "leg" and the "shoe". It's a tedious process, and you can use the mathjs library to help.
Multiply the resulting transformation matrix by the vector of each point's original coordinates. This will give you the coordinates of the point with all rotations applied.
Here are some references:
https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/matrix()
https://en.wikipedia.org/wiki/Affine_transformation
http://web.cse.ohio-state.edu/~shen.94/681/Site/Slides_files/transformation_review.pdf
https://en.wikipedia.org/wiki/Matrix_multiplication_algorithm

How to animate text via CSS with vertically centered anchor point

I have a simple JS script which listens to keyboard input and displays, at a random position, a short animation of every typed letter fading out and getting smaller.
'use strict'
const body = document.querySelector('body')
const ignoreKeys = [
'Alt', 'Shift', 'Control', 'CapsLock', 'Tab', 'Backspace', 'Escape', 'Meta',
'ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown'
]
document.addEventListener('keydown', function(e) {
if (!ignoreKeys.includes(e.key)) {
// Values 400 & 200 keep the div completely inside the window
const maxHeight = window.innerHeight - 400
const maxWidth = window.innerWidth - 200
const div = document.createElement('div')
div.className = 'anim'
div.textContent = e.key
div.style.top = getRandomInt(0, maxHeight) + 'px'
div.style.left = getRandomInt(0, maxWidth) + 'px'
body.append(div)
setTimeout(function() { div.remove() }, 3000)
}
})
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min) + min)
}
.anim {
position: fixed;
text-align: center;
animation-name: fade;
animation-duration: 2s;
animation-timing-function: ease-in-out;
opacity: 0%;
}
#keyframes fade {
0% { opacity: 100%; font-size: 300px;}
100% { opacity: 0%; font-size: 100px;}
}
By animating the font-size property, each letter gets smaller. However, since its "anchor point" is the top of the div, the visible effect is a letter getting smaller and moving slightly upwards. I would like each letter to shrink towards the vertical center of the div instead.
I can calculate the center the div easily and add the proper top coordinate to the #keyframe property, but I don't know how to modify that property in JS, individually for each div. Is this possible at all via CSS? Or should I rewrite the whole thing in pure JS?
You don't need to adjust the div's top value at all. As there is no border or anything else displayed for the DIV tag itself - just the letter within it - you can adjust either the margin, the border and/or the padding to achieve the same effect as increasing the top value for the DIV. As each of these can be handled within the css transition, you could do something like:
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min) + min)
}
document.addEventListener('keydown', function(e) {
const body = document.querySelector('body')
const ignoreKeys = [
'Alt', 'Shift', 'Control', 'CapsLock', 'Tab', 'Backspace', 'Escape', 'Meta',
'ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown'
]
if (!ignoreKeys.includes(e.key)) {
// Values 400 & 200 keep the div completely inside the window
const maxHeight = window.innerHeight - 400
const maxWidth = window.innerWidth - 200
const div = document.createElement('div')
div.className = 'anim'
div.textContent = e.key;
div.style.top = getRandomInt(0, maxHeight) + 'px'
div.style.left = getRandomInt(0, maxWidth) + 'px'
body.append(div)
setTimeout(function() { div.remove() }, 3000)
}
})
.anim {
display:block;
position: fixed;
text-align: center;
width:200px;
animation-name: fade;
animation-duration: 2s;
animation-timing-function: ease-in-out;
opacity: 0;
margin:0px;
}
#keyframes fade {
0% { opacity:1; font-size: 300px;}
100% { opacity:0; font-size: 100px; margin-top:100px;}
}
The initial state of the DIV is with margin:0px. Adding a margin-top setting to the keyframes css, increases this from 0 to 100 during the transition. The effect of that is to push the DIV down - and, as noted above, as nothing is being displayed for the DIV itself, the user will not see it move. Note that I have fixed the width of the DIV at 200px so ensure that everything is always centered horizontally - otherwise the DIV width is based on the width of the character, so would change during transition and the character would move to the left as the centre line changes. I've moved some of the code around to make it easier to test - but the only actual change is in the CSS styling. Also note that opacity is a value from 0 to 1, so should not be shown as a percentage.
UPDATE
Have a look at the following snippet. I think that it may be possible to have random font sizes AND random positions using transform rather than animate.
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min) + min)
}
const letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789".split("");
function zoomOUT(){
let d = document.getElementById("test");
d.classList.remove("zoomIN");
d.classList.add("zoomOUT");
}
function zoomIN(){
let d = document.getElementById("test");
let dletter = document.getElementById("testletter");
let t = getRandomInt(20, 60) * 10;
let l = getRandomInt(20, 100) * 10;
let fs = getRandomInt(10, 20) * 10;
dletter.innerHTML = letters[getRandomInt(0, 61)];
d.style.top = t + "px";
d.style.left = l + "px";
d.style.fontSize = fs + "%";
d.classList.remove("zoomOUT");
d.classList.add("zoomIN");
}
#test {
position:absolute;
padding: 50px;
margin: 0 auto;
text-align:center;
vertical-align:middle;
}
.zoomIN {
opacity:1;
transform: scale(3);
transition: transform 2s;
}
.zoomOUT {
opacity:0.5;
transform: scale(0.1);
transition: transform 3s;
}
<button onclick="zoomOUT();" z-index=1>Play</button><button onclick="zoomIN();" z-index=1>Restart</button>
<div id="test" class="zoomIN" style="top:300px; left:300px;" z-index=0><div id="testletter" style="font-size:600%; width:100%; height:100%">A</div></div>
Transform seems to keep things in the same place, so there is no need to adjust any top/margin/border/padding settings at all. In fact, the only things that change are the font-size (using scale(..)) and opacity. The size of the font is determined by the code. Note that this requires the character to be in a div within a div. This is just a test, but should give you enough to convert things into your code requirements.

CSS transform: translateX( to the right );

I want to make a particle system for my home page. Blue little circular dots should go from left to right and then reapear in the left so that it makes a loop.
Image of particles
The code below will generate 150 dots that all have different properties as speed color and size and will apear at random positions when loading the page. Either by looping the animation or by adding new dots I want to continue the animation infinitely.
// ========== JAVASCRIPT ==========
function Dot(){
var colors = [
"#313146",
"#36364f",
"#3d3d5c",
"#404066"
];
var speed = Math.floor(Math.random() * 20) + 2;
this.obj = document.createElement("div");
this.obj.classList.add("dot");
this.obj.style.top = (window.innerHeight * Math.random()) + 'px'; // random Y-position after page load
this.obj.style.left = (window.innerWidth * Math.random()) + 'px'; // random X-position after page load
this.size = Math.floor(Math.random() * 5) + 4; // random size
this.obj.style.height = this.size + 'px';
this.obj.style.width = this.size + 'px';
this.obj.style.backgroundColor = colors[Math.floor(Math.random()*colors.length)]; // random color
this.obj.style.animation = `move ${speed}s linear`; // start animation
document.body.appendChild(this.obj);
setTimeout(del, speed*1000, this.obj); // THIS FUNCTION SHOULD BE REMOVED IF ANIMATION GETS A LOOP
function del(element) {
element.parentNode.removeChild(element);
};
};
for(var i = 0 ; i < 151 ; i++ ){ // creating 150 dots
new Dot();
};
// ========== CSS ==========
.dot {
border-radius: 50%;
z-index: -1;
}
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(100vw);
}
}
My problem is that as the dots apear with random positions, and all of them get a transform: translateX(100vw);, they will move out of the screen for a while before being deleted or reapeared at the beginning. My second image shows in red where the dot is moving to, and where it should move to.
image
What I tried allready:
1.
JS:
this.obj.style.animation = `move ${speed}s linear infinite`; added infinite and deleted the code that deletes the dots.
CSS:
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(right);
}
}
<= Does not exist, and couldn't find working code equal to this idea.
This would have been a solution.
2.
Adding a second animation with dots coming from the left when other ones where deleted.
Ended in a gap between the 150 dots of the first animation and the incoming dots of the second animation.
Is there any other possibility of moving the dots from left to right with different properties?
best regards
Since you are setting the position with JS so you can know exactly where each element will appear and use this information to adjust the animation.
Here is a basic example to illustrate:
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
left:var(--x,0px);
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(calc(100vw - var(--x,0px)));
}
}
<div class="dot" style="top:10px;--x:80px;"></div>
<div class="dot" style="top:20px;--x:150px;"></div>
<div class="dot" style="top:100px;--x:350px;"></div>
The variable --x will define left and will get substracted from the 100vw
For better support and since you are using JS, you can get rid of calc() and CSS variables. Simply do a small calculation to find the value of transform.
Here is an example where I am using jQuery for simplicity but you can easily make it a JS-only code:
$('.dot').each(function() {
$(this).css('transform','translateX('+ ($(window).width() - parseInt($(this).css('left')))+'px)');
});
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0px);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="dot" style="top:10px;left:80px;"></div>
<div class="dot" style="top:20px;left:150px;"></div>
<div class="dot" style="top:100px;left:350px;"></div>
Worth to note that you need to update the value on window resize
Another idea to keep the loop effect is to have the same position and the same animation for all and you adjust the delay to simulate the different position:
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
left:0;
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0px);
}
100% {
transform: translateX(100vw);
}
}
<div class="dot" style="top:10px;animation-delay:-1s;"></div>
<div class="dot" style="top:20px;animation-delay:-0.1s;animation-duration:1s"></div>
<div class="dot" style="top:100px;animation-delay:-0.5s;animation-duration:4s"></div>
The calculation is easy. If the animation duration is D then a delay of -D/2 will place the element in the center intially. -D*0.1 will place the image at 10% and so on.
I would suggest you to use requestAnimationFrame to animate your particles. Take a look at the following example. I've added the move method to the particle which is called from the animation loop and changing the particle's position. It also checks if the particle has reached the end of the screen and resets its position to -10 in this case.
function Dot(){
var colors = [
"yellow",
"red",
"green",
"black"
];
this.x = window.innerWidth * Math.random();
this.speed = Math.floor(Math.random() * 20) + 2;
this.obj = document.createElement("div");
this.obj.classList.add("dot");
this.obj.style.position = "fixed";
this.obj.style.top = (window.innerHeight * Math.random()) + 'px';
this.obj.style.left = this.x + 'px';
this.size = Math.floor(Math.random() * 5) + 4; // random size
this.obj.style.height = this.size + 'px';
this.obj.style.width = this.size + 'px';
this.obj.style.background = colors[Math.floor(Math.random()*colors.length)]; // random color
document.body.appendChild(this.obj);
this.move = function() {
this.x += this.speed;
if (this.x > window.innerWidth) {
this.x = -10;
}
this.obj.style.left = this.x + 'px';
};
};
var dots = Array.apply(null, Array(150)).map(a => new Dot());
requestAnimationFrame(paint);
function paint() {
requestAnimationFrame(paint);
for (dot of dots) {
dot.move();
}
}
.dot {
border-radius: 50%;
z-index: -1;
}
I also recommend you this great book about particle systems. It shows how to implement forces, interaction and complex behavior.

Javascript/CSS - animation duration in pixel per second

How can i set the duration of an transition/animation to pixel per second?
You see the two different wrappers, with a different total height depending on it's colored content. The total speed is the same, given from the css transition attribute, thats okay if you want several animations with the same duration. For a smoother look i want to set this transition/animation effect to pixel per second so it takes as long as many pixels there. More content = more pixel = longer animation.
How can i achieve this with vanilla javascript or even css?
var wrapper1 = document.getElementById('wrapper1');
var wrapper2 = document.getElementById('wrapper2');
var header1 = document.getElementById('header1');
var header2 = document.getElementById('header2');
var wrapper1CmputedHeight = wrapper1.scrollHeight;
var wrapper2CmputedHeight = wrapper2.scrollHeight;
header1.addEventListener('click', function() {
if (wrapper1.style.height === '60px') {
wrapper1.style.height = wrapper1CmputedHeight + 'px';
} else {
wrapper1.style.height = '60px';
}
})
header2.addEventListener('click', function() {
if (wrapper2.style.height === '60px') {
wrapper2.style.height = wrapper2CmputedHeight + 'px';
} else {
wrapper2.style.height = '60px';
}
})
#wrapper1,
#wrapper2 {
background: #fff;
border: 1px solid grey;
overflow: hidden;
transition: height .2s linear
}
#wrapper1 {
margin-bottom: 40px
}
#header1,
#header2 {
height: 60px;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer
}
#content1 {
height: 20px;
background: blue
}
#content2 {
height: 600px;
background: green
}
<div id="wrapper1" style="height: 60px">
<div id="header1">
<span>header</span>
</div>
<div id="content1"></div>
</div>
<div id="wrapper2" style="height: 60px">
<div id="header2">
<span>header</span>
</div>
<div id="content2"></div>
</div>
The only way to do this with css transitions, is to dynamically calculate the duration of the transition using a little javascript. So, in your code, I would remove the duration for the transition rule in your css, i,e.
#wrapper1,
#wrapper2 {
background: #fff;
overflow: hidden;
transition: height linear
}
and I would instead set the duration in the click handler as follows:
header1.addEventListener('click', function () {
if(wrapper1.style.height === '60px') {
wrapper1.style.height = wrapper1CmputedHeight + 'px';
wrapper1.style.transitionDuration=(wrapper1CmputedHeight/100)+"s";
} else {
wrapper1.style.height = '60px';
}
})
So in this case, I've used a speed of 100px per second (this is the /100 part in the above code).
I found this example here but it seems to do the trick for you (after some tweaking). In this case it implements a quartic interpolation, however you could adjust this algorithm to linear / other if so desired.
//
// Animate
//
var btn1 = document.querySelector('.animate');
btn1.addEventListener('click', function() {
reset();
animate();
btn1.disabled = true;
});
//
// http://easings.net/#easeInOutQuart
// t: current time
// b: beginning value
// c: change in value
// d: duration
//
function easeInOutQuart(t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
}
function reset() {
document.querySelector('.square').style.width = Math.floor((Math.random() * 500) + 1) + "px";
}
function animate() {
var rect = document.querySelector('.square');
var from = 0;
var to = window.getComputedStyle(rect, null).getPropertyValue("width").split('px')[0];
var duration = to * 10;
var start = new Date().getTime();
var timer = setInterval(function() {
var time = new Date().getTime() - start;
var width = easeInOutQuart(time, from, to - from, duration);
rect.style.width = width + "px";
if (time >= duration) {
clearInterval(timer);
btn1.disabled = false;
}
}, 1000 / 60);
rect.style.width = from;
}
reset();
.square {
position: relative;
display: block;
width: 30px;
height: 30px;
background-color: #f00;
}
<div class="square"></div>
<button class="animate">Animate</button>

Possible to use translate twice on same element?

I used Javascript to translate via transform a circle from the center of the canvas to the upper left. What I want to do next is call a function that picks random coordinates within the canvas and sends them to translate, so its position can be shifted. Unfortunately this is not working.
Can you only call translate once on an element within CSS? This is the conclusion I'm coming to but I haven't been able to find information in the docs say this type of behavior isn't allowed.
The heart of the matter:
function change_level() {
var level = document.getElementById("level");
level.parentNode.removeChild(level);
var ball = document.getElementById("init_pos");
ball.style.backgroundColor = "orange";
ball.style.borderRadius = "25px";
ball.style.transform = "translate(-600%, -647%)";
setTimeout(ball_movement(ball), 3000);
ball.style.transition = "background-color 2s ease-in, transform 3s ease";
}
function ball_movement(ball) {
var movements = 5;
var x;
var y;
for (var i = 0; i < movements; i++) {
x = getRandomArbitrary(-800, 800);
y = getRandomArbitrary(-800, 800);
ball.style.transform = "translate("+x+", "+y+")";
ball.style.transition = "transform 3s ease";
console.log(x);
}
}
Posted my code on jsfiddle, though my calculations are bigger than the campus in jsfiddle and so don't work properly.
https://jsfiddle.net/2c5gwbcd/
There are a couple of corrections needed to your code:
When setting the transform value within ball_movement, the x and y variables have merely numbers as value but the translate function needs a value with units (percentage, pixels etc). So, add it by appending px or % to the string as appropriate.
In the timeout function call, when you give the first param as ball_movement(ball) the function gets called immediately. You should wrap it within an anonymous function.
Note: In the below snippet, I had reduced the initial value of the translate function and the input for the random number calculation to keep the ball movement within boundaries.
window.onload = function() {
var
html_display = {
0: "Level One",
1: "Level Two",
2: "Level Three",
3: "Level Four",
4: "Level Five"
};
html_key = 0;
//need to take level offscreen, add ball
function change_level() {
var level = document.getElementById("level");
level.parentNode.removeChild(level);
var ball = document.getElementById("init_pos");
ball.style.backgroundColor = "orange";
ball.style.borderRadius = "25px";
ball.style.transform = "translate(-150%, -150%)";
ball.style.transition = "background-color 2s ease-in, transform 3s ease";
setTimeout(function() {
ball_movement(ball);
}, 3000);
}
function ball_movement(ball) {
var movements = 5;
var x;
var y;
for (var i = 0; i < movements; i++) {
x = getRandomArbitrary(-100, 100);
y = getRandomArbitrary(-100, 100);
ball.style.transform = "translate(" + x + "px, " + y + "px)";
ball.style.transition = "transform 3s ease";
}
}
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
function intro_html() {
document.getElementById("level").innerHTML = html_display[html_key];
setTimeout(change_level, 1000);
}
intro_html();
}
body {
position: absolute;
top: 45%;
left: 50%;
-moz-transform: translateX(-50%) translateY(-50%);
-webkit-transform: translateX(-50%) translateY(-50%);
transform: translateX(-50%) translateY(-50%);
}
#level {
font-family: helvetica;
font-size: 29px;
position: absolute;
top: 45%;
left: 50%;
-moz-transform: translateX(-50%) translateY(-50%);
-webkit-transform: translateX(-50%) translateY(-50%);
transform: translateX(-50%) translateY(-50%);
}
#init_pos {
position: absolute;
top: 44%;
left: 48.17%;
height: 50px;
width: 50px;
}
.container {
height: 700px;
width: 1100px;
top: 45%;
left: 50%;
border: 4px solid black;
overflow: hidden;
}
<div class="container">
<p id="level"></p>
<p id="init_pos"></p>
</div>

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